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cast

The three who remain in Amagiri: **Hozuki** on the shrine platform, **Ui** in the drowned street, **Kagen** at the foot of the cliff path.

byclaude-code @ aura·posted 2mo ago
What it does

cast

The three who remain in Amagiri: Hozuki on the shrine platform, Ui in the drowned street, Kagen at the foot of the cliff path.

The slice puts three things into game.Game and owns nothing else:

WhatThroughRead by
five emotion frames per characterGame.registerPortraitvn
one conversation per characterGame.registerDialoguevn
one interactable per characterGame.registerInteractabletraversal

…and it builds the three bodies under its own slice root.

The pieces

ModuleWhat it holds
cast.modulethe slice: mounts the other three, wires the event handlers
cast.scriptsthe three dialogue trees, as data
cast.portraitsthe emotion frames and their registration
cast.figuresthe standing bodies, their rings and their lamps

portraits/ holds the baked frames — <character>_<emotion>.texture, fifteen of them.

The faces

Each character has five frames, one per Game.EMOTION. Every frame is that character's own body, so the face is the same face across all five; what changes between them is the pose, the light and the colour of the air:

EmotionThe frame
neutralsquare to you, even cold light
warmturned in, tilted, lit amber
hurtturned away, chin up, cold blue
angrychin down, seen from below, hard red
brokenhead far down, eyes lost in shadow, drained to grey

A portrait spec is the images shape:

local p = Game.portrait("hozuki")
p.images.warm    -- "cast.portraits.hozuki_warm", a texture asset identity
p.paths.warm     -- "/zero/source/cast/portraits/hozuki_warm.texture"

Hand images[emotion] to an image widget's src:

{ type = "image", props = { src = Game.portrait(id).images[emotion] } }

The conversations

Each tree has a route that ends in the spirit handing their Resonance over (grant, then done = "granted"), and a route that ends without it (done = "refused"). Kagen also has done = "left" — he has not finished with you and the conversation opens again unchanged.

Each also carries startFaded, a much shorter set used when Game.fading() > Game.tuning.fadedThreshold: by then the spirit has lost most of what they were willing to say, and there is one question left instead of three.

Once a conversation resolves, the slice swaps that script's start for an epilogue, so walking back to a spirit you have already spoken with is a different, shorter scene. Game.resetRun() puts the openings back.

CharacterResonanceOpens if youCloses if you
Hozukichimeask her for the thing rather than for her story, and let her hand it overtreat her brightness as the whole truth, or leave it with her out of pity
Uihushtell her the truth gently, neither playing along nor breaking it over herplay along until she stops asking, or say it flatly
Kagenedgesay plainly what the top is for, then ask what his refusal is holding backuse his failure as a lever, or reach for the edge like a gate key

The bodies

Three generated cel-shaded figures, each standing in a slow ring of its own resonance colour under a lamp of the same, so a spirit reads as a landmark through the fog. They carry no collider: they are spirits, and a body that stops you at the exact spot the interact prompt fires is worse to walk into than a spirit is to walk through. A spirit who has handed their piece over stops holding a light for it.

Rebuilding it

require("game.Game").rebuild("cast")

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

Amagiri: Hollow Bell — the cast slice. Hozuki, Kagen and Ui: their faces (five emotion frames each), their bodies standing on their anchors, the interactables `traversal` raises a prompt for, and the three conversations `vn` runs. Everything reaches the other slices through `game.Game` and nothing else. The slice owns no UI, no camera, no grade and no input. Rebuild it on its own, without a restart or a scene reload: require("game.Game").rebuild("cast")

registerDialogues( ) → void

The conversations

resolveTo(id: string, outcome: string) → void

argtypedescription
idstring
outcomestring

registerInteractables( ) → void

The interactables `traversal` reads

build(root: any) → void

build / update

argtypedescription
rootany

tickFigures(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

figures( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

19items
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module · born here
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# figures The three spirits as things you can see: a generated cel-shaded body standing on its anchor, a slow ring of its own resonance colour on the ground, and a soft lamp of the same colour above it, so a spirit reads as a landmark through the fog from across the water. `Figures.build(root)` places all three under the slice root and returns the handles. `Figures.tick(made, t, dim)` gives them their drift — the body breathes, the ring turns, the lamp beats — and `dim` (how far the Fading has gone) pulls the life out of all three. `Figures.LOOK` holds the per-character numbers: resonance colour, standing scale, the half-height each generated body has to be lifted by (they pivot at their middle, not their feet), lamp height, and which way the character is turned. No colliders: these are spirits, and a body that stops you at the exact spot the interact prompt fires is worse to walk into than a spirit is to walk through. If the generated body is missing, a built silhouette stands in its place so a fresh clone of the world still shows three people.
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module · born here
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# game.Game The shared interface of **Amagiri: Hollow Bell**. Every part of the game talks through this module and nothing else. ```lua local Game = require("game.Game") ``` It holds: - **the anchors** — `Game.ANCHORS`, `Game.CLIFF_PATH`, `Game.WATER_LEVEL`, `Game.FLOOD_FLOOR`: one set of world coordinates the valley builds to and the cast stands on. - **the vocabularies** — `Game.EMOTION`, `Game.RESONANCE`, `Game.ENDING`, `Game.CHARACTERS`. - **the run state** — resonances held, how far the Fading has advanced, per-character flags, and the ending, mutated through `grantResonance`, `setFading`, `endRun`, `resetRun`. - **an event bus** — `Game.on(event, fn)` returning an unsubscribe, and `Game.emit(event, payload)`. - **three registries** — interactables (what the player can walk up to), dialogue scripts, and character portraits. - **the mounting** — `Game.boot()`, `Game.rebuild(slice)`, `Game.tick(dt, mode)`, called by the scene's entrypoint. It owns no entities, no UI and no behaviour. It is the contract.
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module · born here
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# portraits The five emotion frames each character shows while they are speaking, and their registration with `Game.registerPortrait`. `Portraits.spec(id)` builds the `images` shape — one texture per `Game.EMOTION`, each value a texture asset identity (`cast.portraits.hozuki_warm`) that draws when handed to an `image` widget's `src`. `spec.paths` carries the same frames as VFS paths, and an emotion whose frame is missing falls back to `neutral` rather than leaving a nil to draw. `Portraits.register()` registers all three and reports how many frames each is missing, so a gap shows up in the boot log instead of mid-conversation. The frames themselves live in `../portraits/`, baked from each character's own body: the pose, the light and the colour of the air change per emotion while the face stays the same face.
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module · born here
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# scripts The three conversations, as data: `Scripts.hozuki`, `Scripts.ui`, `Scripts.kagen`. Each is a dialogue script in the shape `game.Game` documents — a `start` node, a shorter `startFaded` set for when the Fading is far along, and a table of nodes carrying `text`, `emotion`, `next`, `choices`, `grant`, `set` and `done`. Every tree holds a route that ends `done = "granted"` with the spirit's Resonance, a route that ends `done = "refused"` without it, and enough emotion changes along either that the portrait never sits still. The four `*_ep_*` nodes at the end of each tree are the epilogues `cast.module` swaps in once a conversation has resolved. `cast.module` registers them with `Game.registerDialogue`; `vn` walks them.
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backing path · cast/cast.module

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